using System.Collections;
using System.Collections.Generic;
using System.IO.Compression;
using UnityEngine;
[System.Serializable]
public class VersionCode
{
    [Header("大版本号")]
    public string largeCode = "";
    [Header("资源版本")]
    public string resCode = "";
    [Header("小版本号")]
    public string lowCode = "";

    public List<LuaFile> files;
    public List<string> updateFilePath;
    public List<string> delFilePath;
    public List<string> addFilePath;
    public VersionCode()
    {
        
    }
    public override bool Equals(object obj)
    {
        if (obj is VersionCode)
        {
            var o = obj as VersionCode;
            return o.largeCode == largeCode && o.resCode == resCode && lowCode == o.lowCode;    
        }

        return false;
    }

    public override int GetHashCode()
    {
        return base.GetHashCode();
    }

    public override string ToString()
    {
        return base.ToString();
    }
}

[CreateAssetMenu(fileName = "GameSetting", menuName = "AssetsBundleSetting/New Setting")]
public class AssetsBundleSetting : ScriptableObject
{
    public VersionCode target;
    public string resFileExtensions;
    public string luaFileExtensions;
    
}
